Post-apocalyptic world, as interactive public installation:
Title: Aftermath
General theme: The world is post-apocalyptic. It will cycle through 4 phases: destruction, chaos, reorganization, decay.
Visitor's role:
Visitor would experience different shadows, visions at different levels of participation. E.g., if you're in a desolate place, receiving messages from a paradise, you might perceive them as voices from the past, with no hope of getting back to that state, or as voices from the future, with hope because you're headed there.
This creates an interesting psychological space.
Space Treatment:
Another idea: each installation will not neccessarily represent the same location, rather, we will work with the location we have and transform that space into what it would look like in the phase it finds itself in. I.e. modify or 'age' the environment, maybe in a very subtle manner on the fringes, so when you approach the area you will start noticing (from the corner of your eye) some inconsistencies in the environment that, as you draw closer to the heart of the installation, become consistent and constitute a dramatic time shift.
Sketch of the phases:
2) Dark Ages - total chaos, competition, survival
3) Birth of Hope - reorganization, emergence of leaders, growth of altruism, change in attitudes
4) Emergent Corruption - destabilization, tension between saints and sinners.
The imagery can also include fictuous events of the future or even other worlds to scale up from our relatively narrow and short term human history.
What the audience does or affects in one phase may alter the state of the next phase (located elsewhere), encouraging the audience there to react, that in turn will lead to alterations in further phases down the line ... that eventually close a circle of cause/effect waves.
The different roles of the audience members call for different tools for them to play with. In fact, their choice of tools may define their role.
Possible props/tools in the space:
The phases each call for different 'morphs' of these props. I.e. shiny versus worn and broken, noisy versus silent, mechanical versus computational.
Idea for use of pagers:
There should be balances that need to be maintained, quests, struggles.
To give the visitors feedback: use an algorithm to calculate if they live or die (succeed or fail) depending on their cooperation or lack thereof.
Possible idea of a 'seeing eye of the universe' to observe the state of the world.
Possible use of surveillance systems.
Problems to solve:
Books:
Movies:
Wars and conflicts in Bosnia-Herzegovina, Rwanda, the Persian Gulf
Alternates: Break-Out / Dream Escape / Utopia? / [Time|Dream|Hope] Link
Possible roles of audience members in the world:
Visitor could come in at any point in the cycle. S/he might not know in which direction things are going.
One idea: each installation will represent the same location, but at a different time in the future, and a different phase in the cycle.
1) The Apocalypse - the disaster itself, fire, smoke, thunder, tumult.
Imagery from: natural and manmade disasters
Imagery from: the middle ages
Imagery from: the renaissance, or the beginning of the industrial age
Imagery from: contemporary media
-- Sheets with projections on them, swirling portals to other time periods.
-- Phones for communication with other time periods, hotwired, always ringing
-- Answering machines for leaving a message in another time
-- Other communications devices
-- lighting
-- games, puzzles
-- surveillance cameras and monitors
-- News on the TV / Papers (Links to a larger world outside)
-- if you're feeling at a loss
-- as a way to time travel
-- as a beam-up
Some examples are:
-- nature vs. humanmade
-- war vs. peace
-- altruism vs. competition
Sample referents in popular culture and current events:
Lord of the Flies
Papillion
Logan's Run
Planet of the Apes
Mad Max, Road Warrior
Blade Runner
Delicatessen
City of the Lost Children - Timeless scenery
Brazil
1984
Escape form New York
12 Monkeys
Judge Dredd
Demolition Man
various Manga Animes - Future vision, scenery